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Quiz about Dungeons  Dragons Companion Rules 1984
Quiz about Dungeons  Dragons Companion Rules 1984

Dungeons & Dragons: Companion Rules (1984) Quiz


In the 1980s, Dungeons & Dragons was codified into five box sets - the Basic, Expert, Companion, Master, and Immortals Rules Sets, or BECMI for short. This quiz focuses on the Companion Set for character levels 15-24, published in 1984.

A multiple-choice quiz by agentofchaos. Estimated time: 6 mins.
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Author
agentofchaos
Time
6 mins
Type
Multiple Choice
Quiz #
404,499
Updated
Dec 03 21
# Qns
15
Difficulty
Average
Avg Score
10 / 15
Plays
186
- -
Question 1 of 15
1. Each of the BECMI box sets focuses on a particular theme. The Basic Set focused on dungeon crawling, while the Expert Set focused on wilderness adventures. Considering that the Companion Set is for moderately higher-level characters, what does it particularly focus on? Hint


Question 2 of 15
2. The Companion Set introduces several optional weapons not available in the Basic and Expert sets, that have certain special effects. Of the following weapons, which one is primarily used to knock someone unconscious? Hint


Question 3 of 15
3. The Companion Set provides detailed rules for unarmed combat in the form of striking and wrestling. Striking may be used to attempt to stun or knockout an opponent. According to the rules, which of the following types of creatures would be totally immune to the effects of striking? Hint


Question 4 of 15
4. The Companion Set introduces the Druid as a subclass of cleric. Druids gain new spells that clerics do not have access to. Can druids also Turn Undead like clerics can?


Question 5 of 15
5. The Companion Set describes several options for fighters who do not wish to become dominion rulers but prefer to be travelers. A chaotic wandering fighter who allies with a chaotic clerical order is known by what title? Hint


Question 6 of 15
6. The Dungeon Masters section of the Companion Set lists several methods by which a player character may become a ruler of a dominion. In which method is the character invited by others (either peasants or rulers) to rule over them? Hint


Question 7 of 15
7. Rulers of dominions may choose to hold Tournaments (Tourneys) involving jousting knights. An optional rule is given that player characters who win several Tournaments may be awarded certain titles. What suggested title would be awarded to the winner of 10 Tournaments? Hint


Question 8 of 15
8. The Companion Set notes that land-owning magic-users who build or seize a tower are commonly known as wizards, whatever their actual title may be. What title would be given to a traveling magic-user without a tower? Hint


Question 9 of 15
9. The Companion Set provides detailed information about demi-human clans. Each demi-human clan will have a sacred item called a "Relic" kept in the center of the clan's stronghold and carefully tended. Among its various powers, a Relic has what useful ability to protect the clan stronghold that operates automatically? Hint


Question 10 of 15
10. "The War Machine" is the name for a system of rules for handling mass combat explained in the Companion Set. This involves calculating a battle rating for each army involved in combat based on a variety of factors and comparing who has the higher rating. A key component of the battle rating is the basic force rating. Which of the following is NOT one of the components of the basic force rating? Hint


Question 11 of 15
11. The Dungeon Master's section of the Companion Set has extensive information on many types of magic items not appearing in previous sets. What happens to a ring of life protection when it loses all its charges? Hint


Question 12 of 15
12. One of the more unusual magic items described in the Companion Set is the "Finger Nail." It looks like an ordinary iron nail but when commanded to function produces a special effect. Is this effect one that most characters would want to use?


Question 13 of 15
13. According to the Companion Set, which race would have the shortest maximum lifespan, and which would have the longest maximum lifespan? Hint


Question 14 of 15
14. The Companion Set introduces the concept of the multiverse and interplanar travel. Certain spells designed for use on the prime material plane may have no effect or work differently on other planes. Which of the following spells would continue to work normally if cast on the ethereal or elemental planes? Hint


Question 15 of 15
15. The Beholder is an original and classic Dungeons & Dragons monster that is introduced into the BECMI rules by the Companion Set. In appearance it is a large floating ball with a large central eye and 10 lesser eye stalks. What effect does the central eye have? Hint



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Quiz Answer Key and Fun Facts
1. Each of the BECMI box sets focuses on a particular theme. The Basic Set focused on dungeon crawling, while the Expert Set focused on wilderness adventures. Considering that the Companion Set is for moderately higher-level characters, what does it particularly focus on?

Answer: Ruling dominions

The Introduction of the rulebook for this set, "The Players Companion," explains that by the time characters reach 15th level and higher, they have become fairly powerful and able to handle "routine" monsters with ease. Hence, characters can broaden their horizons and focus on larger concerns. Characters at this level have the opportunity to become rulers of their own dominions, and detailed rules and suggestions for this are provided.

A dominion will usually be located within a much larger realm such as a kingdom or an empire, with the lord of the dominion swearing loyalty to the ruler of the larger realm, although it may be possible for a character to rule their own country.

As an alternative to running a dominion, characters may prefer to become travelers who explore the wider world rather than take on the responsibilities of rulership. Furthermore, the two options are not mutually exclusive, as characters are free to experiment over the long term.

The search for immortality is briefly mentioned but detailed rules for this are reserved for the Master Set, which deals with characters from levels 25-36. Additionally, attempting world domination is probably more appropriate for Master level characters. No rules for adventures in outer space are given but Dungeons & Dragons is so open-ended that it can't be ruled out!
2. The Companion Set introduces several optional weapons not available in the Basic and Expert sets, that have certain special effects. Of the following weapons, which one is primarily used to knock someone unconscious?

Answer: Blackjack

A blackjack is made of a small leather sack filled with sand or metal shot with a looped strap attached. If used to strike the back of someone's head or neck it may be able to render them unconscious while inflicting only 1-2 points of damage. Stronger victims may only be temporarily stunned or slowed.

A net does no damage but may be used to entangle a victim, temporarily immobilizing them. A bola is a cord with weighted balls on the end that is whirled around and thrown. If it strikes the victim, they may be entangled and receive 1-2 points of damage. On an attack roll of 20, the victim may be strangled (if they fail their saving throw) and may die within a few rounds without assistance.

A blowgun, as the name suggests, is used to fire a poison dart.

The effect of the poison may be deadly, although optionally it may produce non-lethal effects such as paralysis, intoxication, sleep, etc. The rules are careful to note that using poison is an evil act and Lawful characters would normally avoid it. If optional weapons are allowed by the dungeon master, they may be used by characters of all levels, not just those of Companion level.
3. The Companion Set provides detailed rules for unarmed combat in the form of striking and wrestling. Striking may be used to attempt to stun or knockout an opponent. According to the rules, which of the following types of creatures would be totally immune to the effects of striking?

Answer: Gargoyle

The Players Companion specifies that certain types of creatures, including undead, constructs (of which a gargoyle is one), oozes, jellies, and molds, are totally immune to striking and so cannot be knocked out or stunned. However, it may be possible to wrestle with constructs or undead creatures as long as they have solid bodies.

Hence, one could wrestle a zombie but not a wraith as the latter is insubstantial. Admittedly, one would have to be very desperate indeed to try to wrestle a gargoyle, as they can bite and use their horns to gore! Additionally, a strike will have no effect if the defender is twice the size of the attacker. Unarmed combat may be used to capture or subdue an opponent while doing little damage. (I don't think many Dungeons & Dragons campaigns would include boxing kangaroos, but you never know!)
4. The Companion Set introduces the Druid as a subclass of cleric. Druids gain new spells that clerics do not have access to. Can druids also Turn Undead like clerics can?

Answer: No

In this rules set, when a neutral cleric reaches 9th level, they gain the ability to become a druid. Although they gain certain advantages by becoming druids, they accept some disadvantages as well, such as losing any ability to Turn Undead. Additionally, druids, being servants of nature, can only use items and equipment that were once alive (e.g., wood, leather) and therefore may not use metal armor or weapons. Druids retain the ability to cast cleric spells, except for those that affect good or evil (e.g., protection from evil), because druid philosophy is based on respecting the balance of nature and is therefore purely neutral. Druid spells allow them to make use of a wide range of natural phenomena, e.g., they may be able to control plants, animals, and the weather. Druids are required to live in woodlands and may not live in towns or cities.
5. The Companion Set describes several options for fighters who do not wish to become dominion rulers but prefer to be travelers. A chaotic wandering fighter who allies with a chaotic clerical order is known by what title?

Answer: Avenger

The paladin and avenger subclasses are like mirror images of each other. A paladin swears loyalty to a Lawful clerical order, whereas an avenger forms a loose alliance with a Chaotic order. Both subclasses are expected to obey commands issued by their order, lest they lose their status and become ordinary fighters, and both gain similar benefits in return. Specifically, paladins and avengers with wisdom scores of 13 or higher gain the ability to cast spells as a cleric of one-third their level, and both can Turn Undead also as a cleric of one-third their level. An avenger alone gains the ability to control undead creatures instead of turning them.

A knight is a traveling fighter of any alignment who has sworn fealty to a member of royalty. A knight must obey any command given by their liege; in return they receive certain privileges.

For example, a knight may visit any castle in any territory and request sanctuary of the owner. By custom, this is nearly always granted, and the owner will give the knight food and accommodation for three days.
6. The Dungeon Masters section of the Companion Set lists several methods by which a player character may become a ruler of a dominion. In which method is the character invited by others (either peasants or rulers) to rule over them?

Answer: Enfieffment

Enfieffment is one of five methods listed for obtaining a dominion. The rulebook notes that this may occur when a group of dominions are threatened or when an oath of fealty ends because of the death or overthrow of the previous ruler. In this case, the character becomes overlord of the dominions ruled and assumes an appropriate title. Founding involves starting a completely new and independent settlement with the character as sole ruler, not owing loyalty to an overlord.

A land grant is when an existing ruler appoints the character ruler of a lesser dominion and expects loyalty and service is in return. Conquest, obviously, is seizing control of an existing dominion. Additionally to these, colonization is when a ruler authorizes the character to settle a new dominion in the ruler's name that is not currently ruled by anyone else (otherwise, it would be conquest). Note on spelling: although "enfeoffment" appears to be the more common usage, the Companion Set uses the spelling "enfieffment," so I have followed that here.
7. Rulers of dominions may choose to hold Tournaments (Tourneys) involving jousting knights. An optional rule is given that player characters who win several Tournaments may be awarded certain titles. What suggested title would be awarded to the winner of 10 Tournaments?

Answer: Chevalier

Chevalier comes from the French word for "horseman" and was originally had the same meaning as "knight" although it later became a title used in certain chivalric orders. The Companion rules note that Tournaments may be held for entertainment and to increase the ruler's prestige.

They are grand affairs in which nobles and their attendants from neighboring lands are invited and involve a variety of competitions in which the competitors test their martial prowess. They usually culminate in a series of jousts in which knights in full armor attempt to unhorse each other using lances.

The winner of the Tournament may be awarded a grand prize, usually an item of expensive jewelry of great beauty and rarity. Player characters may choose to enter jousts and Tournament winners may be granted titles in recognition, for example, Champion for 5 wins, Chevalier for 10, and Grand Champion for 25.
8. The Companion Set notes that land-owning magic-users who build or seize a tower are commonly known as wizards, whatever their actual title may be. What title would be given to a traveling magic-user without a tower?

Answer: Magus

Magus is an old word for magician. The Companion Set notes that a magus may visit land-owning magic-users to help them with their research, and if the offer is accepted, spells and magic items may be prepared in half the normal time with double the chances of success! Additionally, a magus will attract high-level fighters and clerics who will offer to travel with and help the magus in return for pay. Distinct from a magus is a "magist," a land-owning magic-user who does not maintain a tower, who seeks employment in the service of the ruler of a castle or stronghold and who advises on magical matters. The ruler will provide for all the needs of the magist, including funding their research, and will expect obedience in return. The word "magist" seems to have been invented for the game.

In this version of Dungeons & Dragons, "sorcerer" is simply the title of a 7th level magic-user and should not be confused with the character class of the same name in the third and later editions of the game. Additionally, the Master Set explains that a "shaman" is a non-human cleric or druid. "Thaumaturge" is another synonym for magician and as far as I know is not used as a term in any version of Dungeons & Dragons.
9. The Companion Set provides detailed information about demi-human clans. Each demi-human clan will have a sacred item called a "Relic" kept in the center of the clan's stronghold and carefully tended. Among its various powers, a Relic has what useful ability to protect the clan stronghold that operates automatically?

Answer: Turn undead

The Relic constantly radiates a magical force that extends to a distance of up to 360 feet that turns undead with the same effect as a 15th level cleric. This means that most kinds of undead will be forced to leave the area (in fact, lower level undead creatures in the relic's range of influence would be automatically destroyed).

The attendant of the Relic, known as the Keeper, can also use it to activate a number of spell-like abilities as needed. These include curing wounds, diseases, and blindness, although unlike turning undead, these effects are not automatic. Each use of a spell-like ability reduces the range of the Relic's effect by 5 feet, although the Relic's power returns at a maximum rate of 5 feet a day when properly tended by the Keeper.

A dwarven clan's Relic is called a Forge of Power, an elven clan's is a Tree of Life, and that of a halfling clan is a Crucible of Blackflame. Each of these types of Relic has additional special abilities unique to each race.
10. "The War Machine" is the name for a system of rules for handling mass combat explained in the Companion Set. This involves calculating a battle rating for each army involved in combat based on a variety of factors and comparing who has the higher rating. A key component of the battle rating is the basic force rating. Which of the following is NOT one of the components of the basic force rating?

Answer: Tactics

The basic force rating is used to determine the strength and quality of an army and is composed of the factors of leadership, experience, training, and equipment. The criteria for each of these are explained in considerable detail. Once the basic force rating is calculated, bonuses may be added for such factors as mounted troops, ability to use missile fire, magical abilities, spell casting, and so on. Additional factors that may affect the outcome of combat, such as terrain, troop ratio, fatigue, and so on, are considered when calculating the results. Although this may sound complicated, the system is very logical and has step-by-step instructions that make it easier to follow.

Regarding tactics, there is an optional rule that opposing combatants may each select one of six battle tactics, which they write down secretly. Then, their tactics are compared. Specific tactics produce an advantage against certain other tactics, but a disadvantage against others. If both sides use the same tactics, there may be no effect or both sides may even have increased casualties! For example, if side A decides to set a trap while side B has decided to attack, side A will have an improved battle rating, while side B will have extra casualties. However, if side B has instead decided to use an enveloping tactic, side A's trap will backfire, and their battle rating will worsen while side B will have fewer casualties. If both sides have set a trap, there will be no net effect.
11. The Dungeon Master's section of the Companion Set has extensive information on many types of magic items not appearing in previous sets. What happens to a ring of life protection when it loses all its charges?

Answer: It becomes a ring of protection +1

This ring protects the wearer from 1-6 energy drain attacks. Such attacks are highly dangerous as they permanently reduce a character's experience level, and if their level were to reach zero, they would die! Energy drain attacks are usually performed by powerful undead creatures, although certain kinds of magic weapons can have this effect as well. If the wearer is attacked, a charge will be drained from the ring instead. If a single attack drains more levels than there are charges remaining, the ring disintegrates.

Otherwise, once all the charges are used, it becomes a ring of protection +1, which automatically improves the wearer's armor class by 1 and does not require any charges.
12. One of the more unusual magic items described in the Companion Set is the "Finger Nail." It looks like an ordinary iron nail but when commanded to function produces a special effect. Is this effect one that most characters would want to use?

Answer: No

The Companion Set describes two different magic items that have the appearance of ordinary nails: the Nail of Pointing and the Finger Nail. Both may easily be overlooked when found among ordinary construction items unless a detect magic spell is used; they each then need to be activated by a command.

However, only the former of the two is likely to be beneficial to the user. The Nail of Pointing may be used to point at the nearest non-magical item named, such as a door, stairway, gold piece, and so on.

This could be useful if these items are hidden from view. The Finger Nail, however, when activated, immediately disappears and the next time the user attempts to avoid the attention of an enemy (e.g., by hiding or turning invisible), the Nail will reappear as a large glowing finger pointing at the character! Furthermore, there is a 25% chance it will subsequently reappear on each similar attempt. So, far from being useful, it is actually a cursed item! A remove curse spell can cause it to disappear permanently.
13. According to the Companion Set, which race would have the shortest maximum lifespan, and which would have the longest maximum lifespan?

Answer: Humans shortest, elves longest

The Dungeon Masters section notes that characters in the fictional world they inhabit are subject to aging and suggests a maximum age of 100 as normal for humans, 200 for halflings, 400 for dwarves, and 800 for elves, although this might be modified to some limited extent for specific individuals. Magical means might be used to extend lifespan, such as a potion of longevity, which can remove 10 years of aging, and a wish spell, which has no preset limits, although it is recommended that the dungeon master limit this to 10 extra years per spell like a potion of longevity.

This section also notes that the world of Dungeons & Dragons includes true immortal beings who would be aware of and likely resent mortals who attempt to extend their lifespans to an excessive degree and may act to circumvent them.
14. The Companion Set introduces the concept of the multiverse and interplanar travel. Certain spells designed for use on the prime material plane may have no effect or work differently on other planes. Which of the following spells would continue to work normally if cast on the ethereal or elemental planes?

Answer: Lightning bolt

The Dungeon Masters section notes that the prime material plane is a unique setting because it contains a balance of the four elements of fire, air, water, and earth, that is not found on other planes. Hence, spells that are based on the elements or the laws of nature as they apply on the prime material plane may not work elsewhere.

More specifically, insect-based spells and weather control will not work at all on other planes. Additionally, druid spells, such as metal to wood, which are based on knowledge of the natural world, will also not work on other planes. On the other hand, some spells, such as lightning bolt, are not based on any of the four elements but on energy, and so may work normally on these other planes. Additionally spells of this latter class include those to create light or darkness, and most "detect" spells.
15. The Beholder is an original and classic Dungeons & Dragons monster that is introduced into the BECMI rules by the Companion Set. In appearance it is a large floating ball with a large central eye and 10 lesser eye stalks. What effect does the central eye have?

Answer: Projects an anti-magic ray

The beholder has a long history in Dungeons & Dragons, as it was first introduced in a supplement to the original rules in 1975. Unlike many other creatures in the game that were inspired by mythology and folklore, the beholder was created specifically for the game and has appeared in every version of it since.

The beholder is a very dangerous monster as it is highly intelligent and has many powers. Its large central eye continually projects a ray that cancels out all magical effects that fall within its range, whether from spells of magic items.

When it sees any character attempting to cast a spell it will immediately turn towards them to neutralize their magic. Additionally, it has ten smaller eyeballs on stalks attached to the top of its head, each of which is capable of generating a different magical spell effect.

These include turn to stone, death spell, disintegrate, and so on. These effects are cancelled out if cast within the field of its own anti-magic ray, so it cannot use its eyestalks and its main eye against the same character at once, although it is capable of projecting them in different directions if a group of characters try to encircle it.

It is not surprising it was not introduced in the Basic or Expert sets, as lower-level characters would not stand a chance against one!
Source: Author agentofchaos

This quiz was reviewed by FunTrivia editor WesleyCrusher before going online.
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Related Quizzes
This quiz is part of series Dungeons & Dragons 1980s style:

A complete collection of quizzes about the five box sets for Dungeons & Dragons by Frank Mentzer released in the 1980s. These covered playing characters of all levels, from complete beginners at level 1 all the way up to immortal beings!

  1. Dungeons & Dragons: Basic Rules (1983) Average
  2. Dungeons & Dragons: Expert Rules (1983) Average
  3. Dungeons & Dragons: Companion Rules (1984) Average
  4. Dungeons & Dragons: Master Rules (1985) Average
  5. Dungeons & Dragons: Immortals Rules (1986) Average

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